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sevenseacat
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So I'm trying my hand at

So I'm trying my hand at scripting and quest conversion using this tutorial - I'm a long time out of the game and things have changed a lot since the Morrowind days!

I wanted to start with a miscellaneous quest to see if I could get the hang of it again, so eloth recommended I start with 'Death of a Taxman' - that appears to be too much right now (Papyrus' event system is stumping me, can't even get a quest to trigger on examination of the body) so I might start with something smaller, like 'Hentus Needs Pants' (that quest cracks me up every time).

So, um, hello and hopefully I will have something to contribute soon!

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I've updated the main post

I've updated the main post with the first part of my quest conversion tutorial.  I'm still putting together the sections on dialogue and using TES5edit, which should be added by tomorrow.

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Yeah Thermador explains

Yeah Thermador explains clearly what I mean confusely (is that even a word?)

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The new tutorial is great and

The new tutorial is great and cleared up a lot of things I was confused about, thanks :)

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You're welcome!  The tutorial

You're welcome!  The tutorial is now complete - have fun!

I will go back and fix typos later prolly ;-)

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Okay, two super quick

Okay, two super quick questions.

I think I've almost completed the quest "Hentus Needs Pants" (simple quest, guy standing in the river in Gnisis with no pants, go talk to other guy, get pants, bring them back), except for two things:

1) Hentus' greeting "Hainab stole my pants!" doesn't appear unless I start the quest from the console, I'm not sure why that is. I moved the line of dialogue to the correct topic as detailed in the tutorial, but I get the normal greetings anyway.

2) The script on the player alias to monitor when they pick up the pants (eg. if the player kills Hainab and takes the pants off his corpse) doesn't seem to be running at all. I changed the OnItemAdded to just display a message box, and it never gets triggered :/

Apart from that I believe the quest is done, after a lot of frustration and teeth gnashing over how complicated the scripting system is now.

If it would be easier, I can simply submit what I have in the quest hub topic and someone can review it and tell me what I've done wrong >_>

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1/ if the quest is not

1/ if the quest is not started, the dialogue it contains are not available. This means that for exemple the greeting must be in a quest that is start game enabled. To do this you either need to update your quest (and generate a seq file http://forums.bethsoft.com/topic/1417941-dialoguequest-bug-s...) or to put the greeting in another quest (like morroDefaultQuest).

Since I reserved morroDefaultQuest, I would suggest as long as your quest works when you start it in the console to leave like this. I will take care of it (just remind me of this when you post your esp and scripts)

2/ Since this is a specific pants, I would do the following

1: remove the pants from hainab inventory

2: create a new alias similar to this http://www.creationkit.com/images/2/27/AmuletAlias.png    It will put the pants in Hainab's inventory.

3: on this alias, add the script "defaultsetStageAlias" (name might be slightly different, I'm not in front of the CK). You just need to update the properties with the correct values and the job is done for you - just let your mouse float on the properties name to see the tooltip.

Also you can always post anything you have (even not completed) in the quest hub, I think this thread has deviated from its original purpose :)

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Thermador, some feedback on

Thermador, some feedback on the tutorial.

 

Objectives

I don't totally agree with your approach. Here's what I think is the best practice.

Objective 20: Kill xxxx

Objective 30: Report to YYY

stage 10   I have been asked to kill xxxx

setObjectiveDisplayed(20)

stage 20   I have killed XXX, I must report to YYY

setObjectiveCompleted(20)

setObjectiveDisplayed(30)

stage 30   I have reported (quest complete)

setObjectiveCompleted(30)

The objective number should be the same as the stage it will be completed in (in certain cases it might be completed on several stages, just choose the first one)

Technically, it's not really important, but it's easier to understand.

Also note, it's possible to add stages without journal data, just to have a script fragment, to update objectives for example.

It is also possible to have multiple aliases on a single objective:

example1: multiple NPC to kill for the same quest

example2: objective is "fetch itemX for NpcY" and you just have two stages 10: I have been asked to fetch 100: I have fetched.
You can set one objective #100 with an alias on the itemX and an alias on the questgiver. Use conditions accordingly to display the right alias at the right moment (eg getItemCount)

Dialogues not related to the correct quest

please do not move them yourself. I am currently in the middle of a large topics reorganization effort. If you see something weird, ping me I'll take care of it.

Greetings
It's actually a bit more complex than that...
1/ In the misc tab there would be all the hello lines said by the NPC: when you come close to them or when you engage dialogue with them (you can use IsInDialogueWithPlayer condition to control that)
2/ But for some of them actually you want to make it blocking (like the courriers coming to you in vanilla skyrim).

Examples:
Blocking:  when passing next to a quest giver, the NPC stops you: "Hey you, i need your help !" [...]
greetings:  when engaging dialogue with another NPC: "I heard you agreed to help xxx"

See the difference?

In the end I want all the greetings to be in morrodefault quest (except for the blocking dialogues), I'm working on that.

In the meantime, separate the greetings in your current quest between the misc tab and a blocking dialogue according to your need.

One thing is certain: there should be no GREETING topic shown in the NPC topic list.


Conditions

I started a large round of conditions setting in the early days of the project but was very quick about it and didn't completed it.
If you take a quest and see some conditions already set: review them! they might not be complete/correct.

Make sure your conditions will restrict this topicInfo to Skywind and will not bleed over to vanilla NPCs.

For example, if your only condition is getIsRace Khajiit == 1, all khajiit in vanilla skyrim or any mod loaded will be impacted.
Most of the time, the conditions on factions, locations, etc.. are enough to identify skywind NPC. In case of doubt, add a condition getInCurrentLocation OMorrowindLocation == 1 and you're good.

Conditions on location. Only use getInCurrentCell with interiorCells. For exterior cells, use getInCurrentLocation


console commands

You can use the quest name instead of the formID, it's easier ;)

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sevenseacat wrote: 1) Hentus'

sevenseacat wrote:

1) Hentus' greeting "Hainab stole my pants!" doesn't appear unless I start the quest from the console, I'm not sure why that is. I moved the line of dialogue to the correct topic as detailed in the tutorial, but I get the normal greetings anyway.

We went through to figure out the same problem with a quest Mehh was working on last night.

In Morroblivion, there is a quest called fbmwMSGreetings (Greetings to Start Various Quests).  The greeting that starts your quest is probably there.  Then you need to use "Find Text" in the CK, and move it to a new Misc/Hello branch that you have created for it.  Then copy the result script over from Morroblivion, dialogue conditions, etc.

Thus, there is probably no need to make the quest start-game-enabled.

digitalparanoid wrote:

Thermador, some feedback on the tutorial.

digital; thanks for the review I really appreciate it.  I will get those things updated in the guide today and make new screenshots (if necessary) tonight.  Me writing this tutorial is a bit like the blind leading the blind, so there are bound to be issues ;-)

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Sure thing. I hope I don't

Sure thing. I hope I don't sound bossy. That was not my goal :)

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Lol two super quick
Lol two super quick questions, digital gives 2 mile long posts to answer then apologizes for being bossy, made me laugh. Great workbook the quests though guys
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OK I made some new

OK I made some new screenshots and I think everything is fixed.

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Thermador, I just remembered

Thermador, I just remembered when helping Mehh that you MUST have a setObjectiveDisplayed(xx) fragment on the startup stage, otherwise the quest will not show up in the journal.

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OK I added that to the

OK I added that to the tutorial, both in the quest stages section and in the "help my quest won't start" section at the end.

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Another advice on good coding

Another advice on good coding practices for papyrus

http://forums.bethsoft.com/topic/1467926-how-to-fix-some-log...

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Some information about

Some information about papyrus scripts on dialogs from Bethesda's Papyrus developer (afaik he created it)

http://forums.bethsoft.com/topic/1468718-when-do-scripts-get...

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Hopefully this isn't a

Hopefully this isn't a repeated post. I think this site ate the other one.

Attached is the final version of the Imperial Cult questline. I have included the revised Advancement Check script which now doesn't run all the time in the background, just once after each quest completion. I was able to finally fix the quests that wouldn't trigger even when using the console. At issue was using Alias commands like the tutorial website showed for activating people and items. Once I used GetReference().Enable() on them instead, it seemed to fix the problem for people. There are some quests that won't have their objectives cleared out until you complete the quest. This is due to removing those alias. Keep them, the quest didn't work, remove them, the objectives don't get updated. Such is life for now.

At some point I may come back to this and fluff out the objectives to make it richer, but any white arrow is better than what we have in TES3 with nothing. And of course some of us know these quests so well, no arrow is needed anyway.

Now to fix the Temple quests and include this advancement script.

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File SBB64ICQuestsFinal.rar263.85 KB
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Great job ! Sorry I haven't

Great job ! Sorry I haven't been very responsive lately. I was on vacation and then stuck on a dialogue task. As you may have seen in other threads, I'm now getting back to testing and merging your stuff ;)

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Scripters! Please read the

Scripters! Please read the first post of this post

http://forums.bethsoft.com/topic/1370110-impact-of-system-st...

I know I'm guilty of some script errors/leftovers (which I'll try to fix asap).

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Note for everyone working on

Note for everyone working on quests:

as explained in the tutorial, it is a requirement that you extract skywind.bsa to work. Therefore, if you upgrade to a new version of Skywind, you have to unpack again skywind.bsa as its content has been updated. Failure to do that will lead to bugs since your loose files will always override the files in the bsa.

I just thought it was worth reminding.

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Here are four source code

Here are four source code files that I believe I didn't RAR up with the rest.

As a side note, what is everyone's thought on using built in scripts? I tried the defaultadditemaliasscript script which works great but now I am thinking this could be a problem if Beth does any modifications to the file. As much as I prefer to save space and work by reusing code, any changes they make could break other mods.

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File MissingSourceFiles.rar622 bytes
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Two things! 1. Digital,

Two things!

1. Digital, thanks for sharing the link. Good information, everyone should read it.

2. SBB64, I'm all for using Skyrim's generic utility scripts, and I used them frequently in my previous projects. I suspect others might be against it, on account of our "no Skyrim assets" policy. I think the odds of Bethesda ever changing those scripts are next to none. Any change made to them would be done by a user-made mod, which would be insane, because why? Why change those scripts? There's no reason to do so.

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Yes, re-use is a key word. ->

Yes, re-use is a key word.

-> Bethesda has stopped development on Skyrim so there's 0,0001% chance they would update it (as I think they left a door open in case of major, critical bug but I don't see that happening 2 years later). I know I use defaultsetstagealiasscript (don't remember exact name) a lot since I know about it, as it is a life saver.

-> even if they update the script, they will keep the compatibility (I mean that's what any API provider does, right ?)

The only point to raise here is to try not to reuse scripts from other mods you might have installed ;) excepted for SKSE, which is a prerequisite.

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Okay, cool to hear. I won't

Okay, cool to hear. I won't go back and revise the Cult or Temple quests just to use that script for now. However, I was planning to start in on the Mages Guild if no one else has claimed it. I hope to finally start using Mooncat's advancement script this time around.

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SBB64, I will assign the

SBB64, I will assign the mages guild to you ;)

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Good luck! I hope it works.

Good luck! I hope it works. (Ugh, dropping a script on you guys without even testing it. Not a good feeling...)

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Good general guide on

Good general guide on scripting to follow

http://www.darkcreations.org/forums/topic/5030-my-personal-s...

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hey guys, very excited to see

hey guys,

very excited to see this thing finished, and i always thought you have to be a super developer to help out, so when i found out that there is sthn a beginner like me can do!! so excited

anyways will start on this asap and hopefully be able to help out.

keep up the good work people

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This is a good environment to

This is a good environment to learn stuff. I had no modding knowledge whatsoever before joining skywind :)

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One more interesting link to
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Masterclass on "persistence"

Masterclass on "persistence" of references, invaluable information to avoid frustration when scripting

http://afkmods.iguanadons.net/index.php?/topic/3669-overhaul...

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Updated Imperial Cult

Updated Imperial Cult questline. This uses the standard advancement script and was updated for version 9.0 (meaning I matched it up against TES5Edit to remove anything already merged into the core).

I also updated Ygra in Pelagaid to offer free joining if the silver bowl quest is done (as in TES3 version). Only real tricky point in new version was that promotion people have dedicated dialogs saying generic "congrads" instead of "you are now a newbie or adept". Therefore the conditions to check for include a large OR of stage 10, 20 , 30, etc to see if you are ready for advancement.

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Awesome sauce SBB64 I will

Awesome sauce SBB64 :) I will have a look.

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Hi digitalparanoid - Quick

Hi digitalparanoid -

Quick question for you.

I am using the Exchanger program listed, and I can save the path to my skyrim, but when I click the button for the creation kit, I keep getting this error (See attached screenshot), and it won't let me add the path for creation kit.

What should I do?

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That looks weird... I don't

That looks weird... I don't use this exchanger tool, I rename the esm manually. When I need to open the CK, I renamed the stripped esm to skyrim.esm (and the full skyrim esm to full.esm)

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digitalparanoid wrote: That

digitalparanoid wrote:

That looks weird... I don't use this exchanger tool, I rename the esm manually. When I need to open the CK, I renamed the stripped esm to skyrim.esm (and the full skyrim esm to full.esm)

I'll give that a shot, if that's the only thing the Exchanger does, I can do that manually.

Thanks for your help!

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I started going through your

I started going through your tutorial to start working on some quests, and the first step asks for a "clean install" of both oblivion and skyrim.

My understanding is that means a new install and no mods installed. This poses some obvious problems if I want to continue playing my game with mods, so I just wanted to make sure I understand the step correctly, and check if I'll have to do this every time I want to switch between playing Skyrim and working on Skywind. (Sorry if this seems like a dumb question).

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no, you can have modded

no, you can have modded games. It just means that you basically aquired the games through legal means and have a "normal" install (eg not installed in a folder with the installer and then moved to another drive).

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Ok, I think I've got

Ok, I think I've got everything setup to start working on quests. I was planning to work on The Enchanter's Rats (EBPest) in Vivec Telvanni Canton. It seems like a pretty simple quest, so I figured it's a good one to start with.

One question, the tutorial has you loading Skywind.esm, but should I also load Skywind - Patch.esp when working on quests? In the BSA it looked like all the scripts were in the patch currently.

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No need to load the patch,

No need to load the patch, however it could really help you unpack the patch.bsa to get the scripts available (when you update to a future version, either remove them or unpack the next version as well, in order to avoid version conflicts)

I put your name in from of ebpest.

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this has been debugged,

this has been debugged, tested and merged.

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I'm trying to get involved

I'm trying to get involved with the quest conversion.  I've installed the Creation Sets for both Morrowind and Oblivion and the Creation Kit for Skyrim.  I'm having a problem with the Oblivion patcher though.  I'm receiving an error that states "Missing or Invalid Registry/INI entry". I installed the games through steam.  I have the patch_tes_construction_set_v1.2.404.exe and the TESConstructionSet.exe files in the SteamApps\common\Oblivion\ folder with the OblivionLauncher.exe.  Is this the correct location for these to be placed/installed?

Any assistance would be much appreciated.  I've googled like crazy and can't find anything.

 
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A little background on me.

A little background on me.  I've been a java software developer for about 8 years, been working in IT for about 15, have a degree in CS, and I did do some game dev for a short bit on an MMO that never launched.  I was looking to help out with the tools but it doesn't seem you guys need any help there anymore.

Not being able to get something that seems as trivial as that patcher installed is frustrating!

 

 

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How to turn lights off during

How to turn lights off during daytime.

Leaving it here in a hope that someone is going to implement it in future :)

http://forums.bethsoft.com/topic/1483534-turning-exterior-li...

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I am also trying to get

I am also trying to get involved with quest creation. I've run into an issue in the setup tutorial however, and any help would be greatly appreciated.

Under step 3, the link for instructions & download links for Skyrim point me to a page for which I am denied access. What do I need to do?

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please PM/chat with one of

please PM/chat with one of the team leaders (eloth, happychappy, myself)

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Alright so this is my first

Alright so this is my first time trying anything like this, I'm not the most computer-oriented person, but I saw this project and my eyes bugged out and I'd really like to help, so I'm following all your tutorials and came here to tell you I'd like to try working on the Hentus's Pants quest, so we'll see how that goes.

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Never mind, I see that

Never mind, I see that sevenseacat is already working on that. That's alright, I got stuck on aliases anyways. I don't think I'm running the right version of Skywind because none of the other quests have any data in them that I can use to get an idea of what I'm doing, so if anyone could direct me to the most recent download, that would be appreciated. I think mine's v0.56. Thanks, I think I'll check out the music project now.

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v0.56 ? This looks like a

v0.56 ? This looks like a morroblivion version.

Last public version of Skywind was 0.9.0.1

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Another link to preserve

Another link to preserve valuable information, how to set up stationary guards

http://forums.bethsoft.com/topic/1486930-quick-questions-qui...

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